grid #9
|
@ -0,0 +1,9 @@
|
|||
[gd_resource type="ShaderMaterial" load_steps=2 format=2]
|
||||
|
||||
[ext_resource path="res://shaders/tile_shader.gdshader" type="Shader" id=1]
|
||||
|
||||
[resource]
|
||||
shader = ExtResource( 1 )
|
||||
shader_param/baseColor = Color( 0.992157, 1, 0, 1 )
|
||||
shader_param/highlightColor = Color( 1, 0, 0.984314, 1 )
|
||||
shader_param/isHighlighted = 0
|
|
@ -5,4 +5,6 @@
|
|||
[resource]
|
||||
resource_local_to_scene = true
|
||||
shader = ExtResource( 1 )
|
||||
shader_param/c = null
|
||||
shader_param/baseColor = Color( 0.0823529, 0, 1, 1 )
|
||||
shader_param/highlightColor = Color( 1, 0, 0, 1 )
|
||||
shader_param/isHighlighted = null
|
||||
|
|
|
@ -0,0 +1,10 @@
|
|||
[gd_scene load_steps=4 format=2]
|
||||
|
||||
[ext_resource path="res://textures/icon.png" type="Texture" id=1]
|
||||
[ext_resource path="res://scripts/GridCursor.cs" type="Script" id=2]
|
||||
[ext_resource path="res://materials/cursor.tres" type="Material" id=3]
|
||||
|
||||
[node name="Grid Cursor" type="Sprite"]
|
||||
material = ExtResource( 3 )
|
||||
texture = ExtResource( 1 )
|
||||
script = ExtResource( 2 )
|
|
@ -0,0 +1,51 @@
|
|||
using Godot;
|
||||
using System;
|
||||
|
||||
public class GridCursor : Sprite
|
||||
{
|
||||
[Export]
|
||||
public NodePath Grid { get; set; }
|
||||
private WorldGrid _grid;
|
||||
private ShaderMaterial _material;
|
||||
|
||||
private const string IS_HIGHLIGHTED = "isHighlighted";
|
||||
|
||||
public override void _Ready()
|
||||
{
|
||||
_grid = GetNode<WorldGrid>(Grid);
|
||||
_material = (ShaderMaterial)Material;
|
||||
}
|
||||
|
||||
public override void _Input(InputEvent @event)
|
||||
{
|
||||
base._Input(@event);
|
||||
|
||||
if (@event is InputEventMouseMotion mouseMoveEvent)
|
||||
{
|
||||
var pos = mouseMoveEvent.Position;
|
||||
_grid.GetGridPos(pos, out var x, out var y);
|
||||
this.Visible = _grid.IsInBounds(x, y);
|
||||
var position = new Vector2(x + .5f, y + .5f) * _grid.CellSize;
|
||||
this.Position = position;
|
||||
}
|
||||
else if (@event is InputEventMouseButton mouseButtonEvent)
|
||||
{
|
||||
switch ((ButtonList)mouseButtonEvent.ButtonIndex)
|
||||
{
|
||||
case ButtonList.Left:
|
||||
if (mouseButtonEvent.Pressed)
|
||||
{
|
||||
var pos = mouseButtonEvent.Position;
|
||||
_grid.GetGridPos(pos, out var x, out var y);
|
||||
_grid.ToggleTileHighlight(x, y);
|
||||
_material.SetShaderParam(IS_HIGHLIGHTED, 1);
|
||||
}
|
||||
else
|
||||
{
|
||||
_material.SetShaderParam(IS_HIGHLIGHTED, 0);
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
|
@ -14,7 +14,7 @@ public class WorldGrid : Node2D
|
|||
|
||||
private struct Tile
|
||||
{
|
||||
public float data;
|
||||
public bool isHighlighted;
|
||||
public ShaderMaterial material;
|
||||
}
|
||||
private Tile[,] _tiles;
|
||||
|
@ -35,18 +35,25 @@ public class WorldGrid : Node2D
|
|||
{
|
||||
var tile = _tiles[x, y];
|
||||
var material = tile.material;
|
||||
material.SetShaderParam("c", tile.data);
|
||||
material.SetShaderParam("isHighlighted", tile.isHighlighted ? 1 : 0);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public bool IsInBounds(int x, int y)
|
||||
{
|
||||
return x >= 0 && x < Size && y >= 0 && y < Size;
|
||||
}
|
||||
|
||||
public void ToggleTileHighlight(int x, int y)
|
||||
{
|
||||
_tiles[x, y].isHighlighted ^= true;
|
||||
}
|
||||
|
||||
public void GetGridPos(Vector2 position, out int x, out int y)
|
||||
{
|
||||
int GetCoord(float f) =>
|
||||
Mathf.Clamp(Mathf.FloorToInt(f / CellSize), 0, CellSize -1);
|
||||
|
||||
x = GetCoord(position.x);
|
||||
y = GetCoord(position.y);
|
||||
x = Mathf.FloorToInt(position.x / CellSize);
|
||||
y = Mathf.FloorToInt(position.y / CellSize);
|
||||
}
|
||||
|
||||
private void Clear()
|
||||
|
@ -73,7 +80,7 @@ public class WorldGrid : Node2D
|
|||
for (int y = 0; y < size; y++)
|
||||
{
|
||||
var tile = new Tile();
|
||||
tile.data = (float)(y * size + x) / 100f;
|
||||
tile.isHighlighted = false;
|
||||
|
||||
var node = TileScene.Instance<Node2D>();
|
||||
this.AddChild(node);
|
||||
|
|
|
@ -1,7 +1,9 @@
|
|||
shader_type canvas_item;
|
||||
|
||||
uniform float c;
|
||||
uniform vec4 baseColor : hint_color;
|
||||
uniform vec4 highlightColor : hint_color;
|
||||
uniform int isHighlighted;
|
||||
|
||||
void fragment() {
|
||||
COLOR = vec4(c, 0.0, 0.0, 1.0);
|
||||
COLOR = mix(baseColor, highlightColor, float(isHighlighted));
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue